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Resources

Sarachovia uses four main resources at each base. Production is calculated from building levels using exponential curves, then multiplied by world speed (×1) and production multiplier (×3).

Resource meanings

  • Capital

    Money, contracts, payments, admin budget, payroll, bribes, and procurement authority.

  • Materials

    Salvage, concrete, steel, electronics, spare parts, ammo crates, and construction supplies.

  • Fuel

    Diesel, avgas, generator fuel, convoy fuel, and vehicle supply reserves.

  • Intel

    Operational intelligence, SIGINT, HUMINT, analyst capacity, targeting packets, access credentials, recon output, and command planning.

Intel vs ThreatNet

Intel is operational knowledge — analyst capacity, SIGINT, targeting data, credentials, and planning output. It is not generic construction material. Spend Intel on research, scouting, command operations, drones, satellite systems, special operations, and advanced intelligence buildings.

ThreatNet incoming-operation detection is separate. Passive alerts use a building-derived detection score from Watchtowers, Radar Masts, Communications Towers, Satellite Uplinks, and Command HQ. ThreatNet does not spend Intel for alerts.

See ThreatNet help for detection tiers and warning windows.

Storage caps

Warehouse level sets separate caps for Capital, Materials, Fuel, and Intel. Each cap is the larger of (a) the biggest upgrade cost for that resource at the tier and (b) about twenty-four hours of that resource's production from a base where production buildings match the warehouse level. World production multipliers increase both income and caps so each resource fills in roughly a day at parallel progression. Raid loot uses these caps — see Raids & loot.

Example — starting base (HQ Lv1, Logistics Lv1)

  • Capital+492/h
  • Materials+1320/h
  • Fuel+492/h
  • Intel+492/h

See building tables for per-level output through max level.